skip to main content
10.1145/1508865.1508990acmconferencesArticle/Chapter ViewAbstractPublication PagessigcseConference Proceedingsconference-collections
research-article

Engagement: gaming throughout the curriculum

Published:04 March 2009Publication History

ABSTRACT

This paper considers how gaming has been infused into the computing curriculum of institutions in the United States. To increase motivation of students and improve retention, many programs have begun using gaming in their introductory courses, as upper level electives, or as separate degree programs. The authors review the current use of gaming within curricula and analyze the content of game development degree programs. Finally, the authors describe plans at their institution to incorporate gaming throughout the computing curriculum and present initial results.

References

  1. Anderson, N., Lankshear, C., Timms, C., and Courtney, L. 2008. 'Because it's boring, irrelevant and I don't like computers': Why high school girls avoid professionally-oriented ICT subjects. Comput. Educ. 50, 4 (May. 2008), 1304--1318. DOI= http://dx.doi.org/10.1016/j.compedu.2006.12.003 Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Barnes, T., Richter, H., Powell, E., Chaffin, A., and Godwin, A. 2007. Game2Learn: building CS1 learning games for retention. SIGCSE Bull. 39, 3 (Jun. 2007), 121--125. DOI= http://doi.acm.org/10.1145/1269900.1268821 Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Bayliss, J. D. and Strout, S. 2006. Games as a "flavor" of CS1. In Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education (Houston, Texas, USA, March 03-05, 2006). SIGCSE '06. ACM, New York, NY, 500--504. DOI= http://doi.acm.org/10.1145/1121341.1121498 Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Bennedsen, J. and Caspersen, M. E. 2007. Failure rates in introductory programming. SIGCSE Bull. 39, 2 (Jun. 2007), 32--36. DOI= http://doi.acm.org/10.1145/1272848.1272879 Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Bolter, Jay David and Grusin, Richard Remediation: Understanding New Media" MIT Press, 1999. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Bovey, J., Benoy, F., and Rodgers, P. 2004. Using games to investigate movement for graph comprehension. In Proceedings of the Working Conference on Advanced Visual interfaces (Gallipoli, Italy, May 25-28, 2004). AVI '04. ACM, New York, NY, 71--79. DOI= http://doi.acm.org/10.1145/989863.989872 Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Bowman, M., Debray, S. K., and Peterson, L. L. 1993. Reasoning about naming systems. ACM Trans. Program. Lang. Syst. 15, 5 (Nov. 1993), 795--825. DOI= http://doi.acm.org/10.1145/161468.161471. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Chamillard, A. T. 2006. Introductory game creation: no programming required. In Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education (Houston, Texas, USA, March 03-05, 2006). SIGCSE '06. ACM, New York, NY, 515--519. DOI= http://doi.acm.org/10.1145/1121341.1121502 Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Danks, Mark, "Playstation-edu," http://blog.us.playstation.com/2008/06/06/playstation-edu/, Accessed December 5, 2008.Google ScholarGoogle Scholar
  10. Forte, A. and Guzdial, M. 2004. Computers for Communication, Not Calculation: Media as a Motivation and Context for Learning. In Proceedings of the Proceedings of the 37th Annual Hawaii international Conference on System Sciences (Hicss"04) -- Track 4 - Volume 4 (January 05-08, 2004). HICSS. IEEE Computer Society, Washington, DC, 40096.1. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Forte, A. and Guzdial, M. 2005. Motivation and non-majors in computer science: Identifying discrete audiences for introductory courses. IEEE Transactions on Education 48, 2, 248--253. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Frost, D. 2008. Ucigame, a java library for games. In Proceedings of the 39th SIGCSE Technical Symposium on Computer Science Education (Portland, OR, USA, March 12-15, 2008). SIGCSE '08. ACM, New York, NY, 310--314. DOI= http://doi.acm.org/10.1145/1352135.1352243 Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Green, M.C. and Brock, T.C., "The Role of Transportation in the Persuasiveness of Public Narratives" in Journal of Personality and Social Psychology. 2000, Vol 79, art 5, pg. 701--721. American Psychological Association.Google ScholarGoogle Scholar
  14. Haller, S., Ladd, B., Leutenegger, S., Nordlinger, J., Paul, J., Walker, H., and Zander, C. 2008. Games: good/evil. SIGCSE Bull. 40, 1 (Feb. 2008), 219--220. DOI= http://doi.acm.org/10.1145/1352322.1352215 Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Hamey, L. G. 2003. Teaching secure communication protocols using a game representation. In Proceedings of the Fifth Australasian Conference on Computing Education -- Volume 20 (Adelaide, Australia). T. Greening and R. Lister, Eds. Conferences in Research and Practice in Information Technology Series, vol. 140. Australian Computer Society, Darlinghurst, Australia, 187--196. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Holliday, M. A. 1995. Incremental game development in an introductory programming course. In Proceedings of the 33rd Annual on Southeast Regional Conference (Clemson, South Carolina, March 17-18, 1995). ACM-SE 33. ACM, New York, NY, 170--175. DOI= http://doi.acm.org/10.1145/1122018.1122049 Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Külling, M. and Henriksen, P. 2005. Game programming in introductory courses with direct state manipulation. SIGCSE Bull. 37, 3 (Sep. 2005), 59--63. DOI= http://doi.acm.org/10.1145/1151954.1067465 Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Leska, C. and Rabung, J. 2004. Learning O-O concepts in CS I using game projects. In Proceedings of the 9th Annual SIGCSE Conference on innovation and Technology in Computer Science Education (Leeds, United Kingdom, June 28-30, 2004). ITiCSE '04. ACM, New York, NY, 237--237. DOI= http://doi.acm.org/10.1145/1007996.1008066 Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Lewis, M. C. and Massingill, B. 2006. Graphical game development in CS2: a flexible infrastructure for a semester long project. In Proceedings of the 37th SIGCSE Technical Symposium on Computer Science Education (Houston, Texas, USA, March 03-05, 2006). SIGCSE '06. ACM, New York, NY, 505--509. DOI= http://doi.acm.org/10.1145/1121341.1121499 Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Lomas, Natasha, "Schools' Tech Curriculum Called 'Boring'" Business Week, (June 17, 2008) http://www.businessweek.com/print/globalbiz/content/jun2008/gb20080617_259714.htmGoogle ScholarGoogle Scholar
  21. Parberry, I., Roden, T., and Kazemzadeh, M. B. 2005. Experience with an industry-driven capstone course on game programming: extended abstract. In Proceedings of the 36th SIGCSE Technical Symposium on Computer Science Education (St. Louis, Missouri, USA, February 23-27, 2005). SIGCSE '05. ACM, New York, NY, 91--95. DOI=http://doi.acm.org/10.1145/1047344.1047387 Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Smith, R. F. 1992. Video games challenge and motivate data structure students. In Proceedings of the 30th Annual Southeast Regional Conference (Raleigh, North Carolina, April 08-10, 1992). ACM-SE 30. ACM, New York, NY, 11--14. DOI=http://doi.acm.org/10.1145/503720.503723 Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Soh, L. 2004. Using game days to teach a multiagent system class. SIGCSE Bull. 36, 1 (Mar. 2004), 219--223. DOI= http://doi.acm.org/10.1145/1028174.971378 Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Sung, K., Panitz, M., Wallace, S., Anderson, R., and Nordlinger, J. 2008. Game-themed programming assignments: the faculty perspective. In Proceedings of the 39th SIGCSE Technical Symposium on Computer Science Education (Portland, OR, USA, March 12-15, 2008). SIGCSE '08. ACM, New York, NY, 300--304. DOI= http://doi.acm.org/10.1145/1352135.1352241 Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Vegso, Jay. 03/01/08. Enrollments and Degree Production at US CS Departments Drop Further in 2006/2007. In CRA Bulletin.Google ScholarGoogle Scholar
  26. Walker, H. M. 2003. Do computer games have a role in the computing classroom?. SIGCSE Bull. 35, 4 (Dec. 2003), 18--20. DOI= http://doi.acm.org/10.1145/960492.960508 Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Wolz, U., Barnes, T., Parberry, I., and Wick, M. 2006. Digital gaming as a vehicle for learning. SIGCSE Bull. 38, 1 (Mar. 2006), 394--395. DOI=http://doi.acm.org/10.1145/1124706.1121463 Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Engagement: gaming throughout the curriculum

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        SIGCSE '09: Proceedings of the 40th ACM technical symposium on Computer science education
        March 2009
        612 pages
        ISBN:9781605581835
        DOI:10.1145/1508865

        Copyright © 2009 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 4 March 2009

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

        Acceptance Rates

        Overall Acceptance Rate1,595of4,542submissions,35%

        Upcoming Conference

        SIGCSE Virtual 2024

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader